[UA] Some Practical Concerns
Rayburn, Russell E.
RERayburn at Columbus.gov
Wed Mar 3 11:59:25 PST 2004
Grrrr... that should read:
"Perhaps that's the key... working the trigger events so that the players
have a reason to be together AND have a way into the underground."
I've either had too much coffee or not enough.
-----Original Message-----
From: Rayburn, Russell E. [mailto:RERayburn at Columbus.gov]
Sent: Wednesday, March 03, 2004 2:29 PM
To: 'The Unknown Armies RPG Mailing List'
Subject: RE: [UA] Some Practical Concerns
Perhaps that's the key... working the trigger events so that the players
have a reason to be together they have a way into the underground.
-----Original Message-----
From: Saul [mailto:gorbag at swiftdsl.com.au]
Sent: Wednesday, March 03, 2004 12:25 AM
To: The Unknown Armies RPG Mailing List
Subject: Re: [UA] Some Practical Concerns
The way I've done it is to work out a trigger event for each player (in
collaboration with them), and then build my plot up from those triggers.
That way, the characters already have a ready-made stake in the strangeness
that ensues.
Saul
"Unknown Armies -- A Roleplaying Game of Power and Weird Hairiness"
----- Original Message -----
From: "Rayburn, Russell E." <RERayburn at Columbus.gov>
To: "'The Unknown Armies RPG Mailing List'" <ua at lists.unknown-armies.com>
Sent: Wednesday, March 03, 2004 8:42 AM
Subject: RE: [UA] Some Practical Concerns
> Getting players clued in does seem tough. Some scenario seeds:
>
> *The players are at an AA meeting ( supporting a friend if they drink )
when
> a charged up dipsomancer is carried in by his irate spouse. Hilarity
> ensues. After clearing the wreckage, the players should ( yeah, this is
> where it gets tricky ) talk to the dipsomancer, asking how the hell he did
> all that. He mentions magic, players express disbelief, dipsomancer
> introduces players to epideromancer to show them Really Freaky Shit. Yet
> more hilarity ensues.
>
> *The players are construction workers. They have lunch together at the
> Clown. While they're all working on the 7th floor of a new building, a
> number of girders give way. Rather than plunging to their death, the
> players float effortlessly to the ground while experiencing a tingling
> sensation. Recalling their common denominator ( lunch ) they head back to
> the Clown. After some hilarity, they meet the local max attack rep (
> although probably not at the same time ). GM's call if the Sleepers show
> up.
>
> Although as I write this the examples feel like trigger events where there
> is someone around to ask questions of.
>
> -----Original Message-----
> From: Bruce MacMonkey McSpade [mailto:greatbuthulhu at hotmail.com]
> Sent: Tuesday, March 02, 2004 8:48 AM
> To: ua at lists.unknown-armies.com
> Subject: Re: [UA] Some Practical Concerns
>
>
>
> The development of a scenario where the clueless can become tuned in would
> be a good possibility for a a group of newbies. I agree with both of you.
> It IS hard to clue new players in AND doing it through the judicious use
of
> information (or experience gleaned from NPC's in the know) is a great way
to
>
> do it. I love street level campaigns and a typical mystery with just the
> right amount of wierdness can go a long way. The film "Run Lola Run" is
> agreat excample of this (or as I like to call it Lola in Three Persons).
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